So here is this map editor, I want some more eyes on that and a little bug testing, so I give you a download for the program: http://www.2shared.com/file/M0samg1I/Release.html
Does anyone know what libraries you have to link to in order to embed ruby?
MinGW + Code::Blocks btw.
why does it matter in the first place, scaling things can provide an additional touch of art style depending on how its done
I really would like to use Ruby as a scripting language but the C API hates me so I guess I'm moving on to something else.
A Knight and his Castle now has two distinct enemy types with their own appearances! Hooray.
Boost.Python doesn't look to bad so what the heck, let's try it.
Wrote a spatial grid into my mapper that partitions space uniformly:
Haven't bothered writing the code to check neighboring cells yet so it still looks like shit, but the speed's a hell of a lot better so far.
Gonna learn the basics of procedural terrain generation, hoping to use this for my Ludum Dare entry.
What you see there is a slice of (what I hope) Perlin Noise scaled by 32 with a hermite interpolation. Next up is generating tiles with this and add small features like flat areas.
Same here, it says that it's missing some class, but the window closes too fast to read it
-snip this isn't WDYNHW-
finally learned python, wrote a script to sync files between my webserver and my 2 computers
also rewrote my engine from scratch using opengl this time around, took me about 3 days to get where i was after months of work in directx
i was writing a glsl diffuse lighting shader (point light not directional) but it confused the hell out of me, why is everything in view space i dont GET IT
Also, if I click open and close the dialog window, the whole application crashes. With save it says "Empty path name not legal".
And again, it crashes when I exit the program.
Center doesn't work that well, mate.
What ever happened to that Age of Empires II clone someone was making using the game's own assets?
Also, on that note, are there any guides for isometric rendering? Just can't get my head around it.
Just thought I'd put up a stream of myself pawing around inside the source engine.
I'm by no means a source expert, I haven't been in this SDK in years!
Had to restart... cause it defaults to allow foreign control... great
What if you used a projection matrix for isometric?
So I determined the source of the dark spot, after much pulling out of hair, from both my scalp and my groin.
APPARENTLY, I didn't normalize my random vector before returning it, and so instead of dot(random_vector, surface_normal) returning a value from 0 to 1, it was returning that value multiplied by the magnitude of the random vector. Thus, when I multiplied it by the uchar color values, which start out at the maximum value of 255, it somehow ended up rolling them over to zero. Thus, darkness.
Here's the actual image that spelled my detection and therefore defeat of this insidious bastard of an error:
And here, finally, is, as far as I can tell, a correct render: